Added: 1 year ago
From: psychoticpiro
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  • LMAO @ 7:04...whenever you see sagat players backing up like this, you know its over for them LoL

  • This stuff USED to be interesting back in '08. But this relentless spamming until someone makes a mistake, has well and truly lost it's novelty now.

    And that's not even considering it's always the same half-dozen characters that are spammed.

    This game is so unlike SFs before - it has no lasting appeal. ~_~

  • @Sablicious This strategy dates back to even the SF2 days...so it's nothing new. Most fighting games would nearly always have a character that is "better" than the rest of it's pack and there would always be people use top tier because they are playing to win.

    If you like lasting appeal; check out SF3: Third Strike. That game was quite unique as it relied more on technicalities and strong ground games instead of distance pressure.

  • @joojy SF3 had the best play mechanic of all the SFs, but the lamest roster. This were it lost me. Still play it though.

    The problem with SFIV was that they dumbed it down too much & it boiled down to either stick twirling or rote-repetitive bouts of attrition.

    I have no problem with OP characters (within reason); in fact, they make for a challenge & diverse roster. Just look how cookie cutter MK9's roster turned out for sake of supposed 'balance'. It's more to do with WHICH characters are OP.

  • @Sablicious Yeah, SF4 were designed to also appeal to the casual market and the developers wanted to make it accessible for everyone. One example is the input shortcuts. I personally dislike it because it often inputs the wrong move when I do something.

    Yes, there's no doubt that shotos dominate this game but the problem is Sagat. I have no idea why on earth Capcom made him so strong because his tiger shot pressure and his insane damage is what kills it.

  • @joojy Coz Muay Thai is one of the few martial arts that actually works in real like? lol

    But bosses are meant to be harder. Bison, Sagat, Akuma. This is another stupidity of SFIV - Akuma. They turned one of the most imposing & iconic bosses into a girly-weak troll - pathetic. Made worse by how dweeby Ryu was so much better. And don't get me started on Gouken!

    Balance turns fighters into spamathons & a bore. Why not just nerf battle points or something? Why destroy what makes characters cool?

  • @Sablicious Akuma is already strong enough. The Daigo exhibition proves that a strong Akuma can take down a Ryu due to his options. And so your saying you want double air fireballs and more health in the first place? Ryu is too balanced which is the issue. "Coolness" are in the minorities of considerations towards making a good fighting game, you need to consider other variables even if they do not suit to your attitude towards the game.

  • @joojy Not saying Akuma was low tier. Just that he was a laughable shadow of his former self.

    & no, not double air FBs. But his Ultra / Super could have at least had some priority (or looked different!) I can hardly remember an Akuma Ultra landed in a pro match. All it was was FB spams ('zoning') & the same rote combos, over & over.

    People argue the SFIVs are balanced. If this were true (or even mattered relative to the fun factor of the game), the games would have stuck. But they didn't.

  • @Sablicious Well there are a few complex set-ups for RD but despite this, the effort for a guaranteed 500 damage + is well worth the trouble and even yet, you don't need to rely on them anyway. If I wanted to go overboard; make it have a automatic command zero frame grab.

    "the games would have stuck. But they didn't."

    Only reason is that because people have now moved on to Super; nearly all players would always go for the new editions when a new installment comes out.

  • @joojy I disagree. If the Ultra meter didn't effectively reward being pummeled, RD wouldn't become available sometimes 10 seconds into Rnd1!

    Super is meant to represent fighter SPIRIT - the better one performs, the more spirit gained.

    'Rage gauges' (a la SamSho's) are the 'comeback meter'.

    Ultras in SFIV are some muddled mess of a system that reward getting one's ass whooped & for spamming specials.

    Having said that, IV's is still better than MK9's joke meter set-up, but my point still stands

  • @Sablicious True but not all Ultras fall into the same category. My point still stands. Akuma still overwhelming mixups and specials that it negates its disadvantages. Look at Momochi's Akuma; he doesn't rely Ultra as much but he still beat Daigo's Ryu whom Ultra is a key factor to why it's so strong.

    Are you forgetting that Street Fighter were always had short games with high damage input? Take a look with Super Turbo. Most rounds end faster than SFIV; so it's only natural it's like that.

  • @joojy Not saying Akuma isn't good in the right hands. Momochi is about as good as [known] Akuma players are; so the example is moot

    Moreover, if saying on one had a character only being competitive in a pro's hands is proof that thus character is 'good enough', then it makes an even bigger mockery of the dumbed down aspects of SFIV

    I mean, why have lenient inputs, auto turn-arounds, auto blocking on block strings, a scrubbery rewarding meter system et al if top level play is all that matters?

  • @Sablicious Not really because that could be applied to other SF as well since I said previously, the developers can never make a perfectly balanced fighting game (if such hypothetically existed in the first place) because they are unaware of the possible meta-game that are determined if such after the game has being released.

    Yes, it's abit necessary for the use of those "dumbed" down mechanics in high level play but this game was made to attract various gaming audiences and it WORKED.

  • @joojy (continued) This ploy single-handily revived the fighting game/arcade genre because at that time; it was pretty much dead and only hardcore fighting gamers + evo kept it going.

    Yes, it might be questionable but you need to understand the industries perspective on how they want games to follow not just fan service; but I'll leave people like you to decide.

  • @joojy Also, look at Arcade Edition now; even Ono looks to have realised that a roster of 'balance bores' is no fun. Guess he had the misfortune of playing MK2011 - lol!

    Soul Calibur IV was a turd fighter online, but it still had something over SFIV - it could be fun. With its diverse roster, ring outs & defensive system, most bouts felt different...albeit horridly spammy & cheap at times.

    The thing is, old school Capcom & SNK games used to fun AND balanced. Nowadays its clone rosters or bust.

  • @Sablicious You can blame the "nostalgic" factor for that. Fighting games will always be fighting games. It's hard to make them more innovative and fresh because at that of their previous installment, it was the peak of what/why they make it fun in the first place.

  • @joojy 'Nostalgia' is dismissing the obviousness of a serious problem afflicting the fighting game genre, & indeed all gaming - lack of innovation & obsession with accessibility.

    If nostalgia were all the made old school fighters better than today's offerings they wouldn't continually be used as measuring sticks for this genre. KoFs, SF2s & SamShos would've been long-forgotten had they have truly sucked under scrutiny

    Today's games are shallow & lack the 'love' devs had when making older games

  • @Sablicious I'm not gonna argue on definitions on how you want to think what that word means but logically, SF2 turbo was a historical importance to fighting games and in general because of it's contribution on what it did to the mechanics; no one is gonna remember that is bad but it might hint on serious problems occur within but that's mainly being overshadowed to what most people say anyway.

  • daigo eats sagats for breakfast

  • at 6:11 that was cool , tokido didn't know what to do by the end of the fight, daigo had him all figured out.

  • @magocybernetico I know right? Daigo totally dominated Tokido in mindgames =/

  • 讚~梅原真的太穩了~

  • Lol @ 4:23. He saw teleport coming so he did c.LP xx hadouken to catch him.  Smart ass shit!

  • Comment removed

  • that first game was so bad... I hate fireball rounds...

  • daigo is always at the top of his game.

  • Glad to see old Daigo still at the top of his game.

  • oh wow he's stuffing tiger knee's with standing lp

    that's crazy lol

  • @mechzz yeah, he actually used this standing jab 'new technology' (as Seth Killian would put it) a lot against the Sagats in this exhibition. I think he cornered RF pretty bad with it...

  • sick

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